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Max HP Debate for PC's and Monsters
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<blockquote data-quote="CrusadeDave" data-source="post: 606604" data-attributes="member: 6716"><p>I'm about ready to start designing a high magic campaign world for higher powered PCs, and I'm debating the merits of giving all PC's and monsters Max HP for their level and HD.</p><p></p><p>I've had more than one bad experience with players getting extremely agitated over Hit Dice Rolls, regardless of the variations I have used in the past: having the ability to choose the average round down (3 for a d6), reroll all 1's, reroll all 1's and once in a character's career reroll a 2, substitute all 1's for the average round down (3 for a d6).</p><p></p><p>Yes, I understand it's childish and immature to complain about lowsy stats and low hit points. I'm probably the only person who has ever willfully created a Rogue with stats: 8 STR, 8 DEX, 8 CON, 18 INT, 14 WIS, 14 CHA. And even then, rolling a crappy number for hit points just put me in a lousy mood. </p><p></p><p>. o O (If only I hadn't rolled a one, I wouldn't be unconscious right now....)</p><p></p><p>So as I begin pondering changes to the core rules for my campaign world, I brainstormed a couple of random ideas, the first I think I needed feedback on was making all HP dice rolls for PC's, NPC's and Monsters Maxed.</p><p></p><p>I'd really like some feedback on what y'all think would happen if all level 10 Barbarians had at least 120 points, and all 10th level wizards had at least 40.</p><p></p><p>Below are some theories I have. If you think these are horrendously naive, please let me know and tell me why. If you think there's something I'm not considering, give me some more opinions. </p><p></p><p>1. At first level this will have very little effect on the balance of the character classes as they already get Max HP at Level 1. </p><p></p><p>2. Encounters for first level characters will be more difficult, as goblins and orcs will now also benefit from max HP as well.</p><p></p><p>3. Generally, encounters will take longer to end. Maybe not twice as long, but approaching it as Hit Points for both sides has doubled, and damage delivered has stayed the same.</p><p></p><p>4. The transition from being the "fighter and his adventuring party" to being the "wizard and his adventuring party" will occur later, and will not be as magnified in higher levels, allowing the whole party to feel part of the team.</p><p></p><p>5. Fireball, Magic Missile, and other direct damage spells will become much less important compared to Charm, Web, Sleep, and spells that disable opponents without directly damaging. </p><p></p><p>6. Because of 5, until Spellcasters can get their DC high enough to cast disabling spells, they will be mostly support for tanks: Haste, Bull's Strength, etc.</p><p></p><p>7. Because of 6, teamwork and tactics will be more important than it is currently.</p><p></p><p>8. A lone Cleric will probably not be enough healing for a party of 5.</p><p></p><p>9. Tanks will tend to focus more on helping their Saving Throws, and defensive bonuses, than dealing more damage, and getting more hitpoints at higher levels. Expertise 5= In. Power Attack 5 = Out.</p><p></p><p>If you think those are true I may incorporate this variation as I think they would be improvements. As I haven't done alot of high level campaigning, I'm very interested to see what you have to say about that aspect in specific.</p><p></p><p>Thanks, I look forward to hearing your thoughts and replying to them to gain a better understanding of this.</p></blockquote><p></p>
[QUOTE="CrusadeDave, post: 606604, member: 6716"] I'm about ready to start designing a high magic campaign world for higher powered PCs, and I'm debating the merits of giving all PC's and monsters Max HP for their level and HD. I've had more than one bad experience with players getting extremely agitated over Hit Dice Rolls, regardless of the variations I have used in the past: having the ability to choose the average round down (3 for a d6), reroll all 1's, reroll all 1's and once in a character's career reroll a 2, substitute all 1's for the average round down (3 for a d6). Yes, I understand it's childish and immature to complain about lowsy stats and low hit points. I'm probably the only person who has ever willfully created a Rogue with stats: 8 STR, 8 DEX, 8 CON, 18 INT, 14 WIS, 14 CHA. And even then, rolling a crappy number for hit points just put me in a lousy mood. . o O (If only I hadn't rolled a one, I wouldn't be unconscious right now....) So as I begin pondering changes to the core rules for my campaign world, I brainstormed a couple of random ideas, the first I think I needed feedback on was making all HP dice rolls for PC's, NPC's and Monsters Maxed. I'd really like some feedback on what y'all think would happen if all level 10 Barbarians had at least 120 points, and all 10th level wizards had at least 40. Below are some theories I have. If you think these are horrendously naive, please let me know and tell me why. If you think there's something I'm not considering, give me some more opinions. 1. At first level this will have very little effect on the balance of the character classes as they already get Max HP at Level 1. 2. Encounters for first level characters will be more difficult, as goblins and orcs will now also benefit from max HP as well. 3. Generally, encounters will take longer to end. Maybe not twice as long, but approaching it as Hit Points for both sides has doubled, and damage delivered has stayed the same. 4. The transition from being the "fighter and his adventuring party" to being the "wizard and his adventuring party" will occur later, and will not be as magnified in higher levels, allowing the whole party to feel part of the team. 5. Fireball, Magic Missile, and other direct damage spells will become much less important compared to Charm, Web, Sleep, and spells that disable opponents without directly damaging. 6. Because of 5, until Spellcasters can get their DC high enough to cast disabling spells, they will be mostly support for tanks: Haste, Bull's Strength, etc. 7. Because of 6, teamwork and tactics will be more important than it is currently. 8. A lone Cleric will probably not be enough healing for a party of 5. 9. Tanks will tend to focus more on helping their Saving Throws, and defensive bonuses, than dealing more damage, and getting more hitpoints at higher levels. Expertise 5= In. Power Attack 5 = Out. If you think those are true I may incorporate this variation as I think they would be improvements. As I haven't done alot of high level campaigning, I'm very interested to see what you have to say about that aspect in specific. Thanks, I look forward to hearing your thoughts and replying to them to gain a better understanding of this. [/QUOTE]
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